private DialogueNode GenBranch3(long id = 3, long next = -1) { DialogueBranch output = dialogueContext.CreateDialogueBranch(id++, next); output .AddEffect() .AddHandler(new DialogueEffectPlayMusicHandler(0)); output .AddNode(new DialogueSpeech("Thank you for reading :)", "Daratrix the weakburger")) .AddNode(new DialogueSpeech("(The next click will end the game...)")); return(output); }
private DialogueNode GenerateFugitive(long id) { DialoguePassiveChoice root = dialogueContext.CreateDialoguePassiveChoice(id); root.AddOption(new DialoguePassiveOption(id + 1, new string[] { "!fugitive" })); root.AddOption(new DialoguePassiveOption(id + 4, new string[] { "fugitive" })); DialogueBranch firstEncounter = dialogueContext.CreateDialogueBranch(id + 1, id + 2); firstEncounter.AddEffect().AddHandler(new DialogueEffectSetConditionHandler("fugitive")); firstEncounter .AddNode(new DialogueSpeech("You... you...")) .AddNode(new DialogueSpeech("Oh, I'm so sorry...")) .AddNode(new DialogueSpeech("Such a waste...")) .AddNode(new DialogueSpeech("I'm not going to make it. Please, I beg you, hear me out.")) .AddNode(new DialogueSpeech("I have a favour to ask of you.")); DialogueActiveChoice firstEncounterChoice = dialogueContext.CreateDialogueActiveChoice(id + 2); firstEncounterChoice .AddOption(new DialogueActiveOption(id + 3, "Accept")) .AddOption(new DialogueActiveOption(id + 4, "Decline")); DialogueBranch firstEncounterAccept = dialogueContext.CreateDialogueBranch(id + 3, -1); firstEncounterAccept .AddEffect(new DialogueConditionalEffect()).AddCondition("!fugitiveAccept") .AddHandler(new DialogueEffectSetConditionHandler("fugitiveAccept")); firstEncounterAccept .AddNode(new DialogueSpeech("Oh...")) .AddNode(new DialogueSpeech("I thank you, from the bottom of my heart...")) .AddNode(new DialogueSpeech("Someone will come to claim me.")) .AddNode(new DialogueSpeech("They will be here soon...")) .AddNode(new DialogueSpeech("Don't trust them.")) .AddNode(new DialogueSpeech("Whatever they say to you, don't ever trust them.")) .AddNode(new DialogueSpeech("Oppose them!")) .AddNode(new DialogueSpeech("They will trick you in doing... unspeakable things...")) .AddNode(new DialogueSpeech("Don't end...")) .AddNode(new DialogueSpeech("... like me...")); DialogueBranch firstEncounterDecline = dialogueContext.CreateDialogueBranch(id + 4, -1); firstEncounterDecline .AddEffect(new DialogueConditionalEffect()).AddCondition("!fugitiveDecline") .AddHandler(new DialogueEffectSetConditionHandler("fugitiveDecline")); firstEncounterDecline .AddNode(new DialogueSpeech("Oh, please...")) .AddNode(new DialogueSpeech("Don't be tricked...")) .AddNode(new DialogueSpeech("Save... yourself...")); return(root); }
private DialogueNode GenerateStranger(long id) { DialoguePassiveChoice root = dialogueContext.CreateDialoguePassiveChoice(id); root.AddOption(new DialoguePassiveOption(id + 1, new string[] { "!stranger" })); root.AddOption(new DialoguePassiveOption(id + 4, new string[] { "stranger" })); DialogueBranch firstEncounter = dialogueContext.CreateDialogueBranch(id + 1, id + 2); firstEncounter.AddEffect().AddHandler(new DialogueEffectSetConditionHandler("stranger")); firstEncounter .AddNode(new DialogueSpeech("Well, what do we have here?")) .AddNode(new DialogueSpeech("You've trapped yourself down here, have you not?")) .AddNode(new DialogueSpeech("A pity... You shouldn't go down a pit without thinking.")); DialogueActiveChoice firstEncounterChoice = dialogueContext.CreateDialogueActiveChoice(id + 2); firstEncounterChoice .AddOption(new DialogueActiveOption(id + 3, "Accept")) .AddOption(new DialogueActiveOption(id + 4, "Decline")); DialogueBranch firstEncounterAccept = dialogueContext.CreateDialogueBranch(id + 3, -1); firstEncounterAccept .AddEffect(new DialogueConditionalEffect()).AddCondition("!fugitiveAccept") .AddHandler(new DialogueEffectSetConditionHandler("fugitiveAccept")); firstEncounterAccept .AddNode(new DialogueSpeech("Oh...")) .AddNode(new DialogueSpeech("I thank you, from the bottom of my heart...")) .AddNode(new DialogueSpeech("Someone will come to claim me.")) .AddNode(new DialogueSpeech("They will be here soon...")) .AddNode(new DialogueSpeech("Don't trust them.")) .AddNode(new DialogueSpeech("Whatever they say to you, don't ever trust them.")) .AddNode(new DialogueSpeech("Oppose them!")) .AddNode(new DialogueSpeech("They will trick you in doing... unspeakable things...")) .AddNode(new DialogueSpeech("Don't end...")) .AddNode(new DialogueSpeech("... like me...")); DialogueBranch firstEncounterDecline = dialogueContext.CreateDialogueBranch(id + 4, -1); firstEncounterDecline .AddEffect(new DialogueConditionalEffect()).AddCondition("!fugitiveDecline") .AddHandler(new DialogueEffectSetConditionHandler("fugitiveDecline")); firstEncounterDecline .AddNode(new DialogueSpeech("Oh, please...")) .AddNode(new DialogueSpeech("Don't be tricked...")) .AddNode(new DialogueSpeech("Save... yourself...")); return(root); }
private DialogueNode GenBranch1(long id = 1, long next = 10) { DialogueBranch output = dialogueContext.CreateDialogueBranch(id, next); output .AddEffect() .AddHandler(new DialogueEffectPlayMusicHandler(0)); output .AddNode(new DialogueSpeech("The cold night wind is softly blowing. A fine rain is slowly turning the streets wet.")) .AddNode(new DialogueSpeech("Sometimes, the bright frontlight of some car enlighten the dark concrete.")) .AddNode(new DialogueSpeech("Nobody's walking here by that time and weather.")) .AddNode(new DialogueSpeech("But I do. I love the peaceful ambiance.")) .AddNode(new DialogueSpeech("The quiet environment is perfect to reflect on my recent life decisions.")) .AddNode(new DialogueSpeech("My head is empty from the harsh thoughts that cloud my spirit during my day to day life.")) .AddNode(new DialogueSpeech("But maybe it's not clear. Do you want me to repeat myself?")); return(output); }